Category Archives: Uncategorized

Simulating Rigid Body Fracture with Surface Meshes

Yufeng Zhu, Robert Bridson, Chen Greif We present a new brittle fracture simulation method based on a boundary integral formulation of elasticity and recent explicit surface mesh evolution algorithms. Unlike prior physically-based simulations in graphics, this avoids the need for … Continue reading →

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The Affine Particle-In-Cell Method

Chenfanfu Jiang, Craig Schroeder, Andrew Selle, Joseph Teran, Alexey Stomakhin Hybrid Lagrangian/Eulerian simulation is commonplace in computer graphics for fluids and other materials undergoing large deformation. In these methods, particles are used to resolve transport and topological change, while a background Eulerian grid is … Continue reading →

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Deformation Capture and Modeling of Soft Objects

Bin Wang, Longhua Wu, Kangkang Yin, Uri Ascher, Libin Liu, Hui Huang We present a data-driven method for the deformation capture and physics-based modeling of soft deformable objects. Our framework enables both realistic motion reconstruction and synthesis of virtual soft … Continue reading →

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Co-Dimensional Non-Newtonian Fluids

Bo Zhu, Minjae Lee, Ed Quigley, Ronald Fedkiw We present a novel method to simulate codimensional nonNewtonian fluids on simplicial complexes. Our method extends previous work for codimensional incompressible flow to various types of non-Newtonian fluids including both shear thinning … Continue reading →

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Fast Grid-Free Surface Tracking

Nuttapong Chentanez, Matthias Mueller, Miles Macklin, Tae-Yong Kim We present a novel explicit surface tracking method. Its main advantage over existing approaches is the fact that it is both completely grid-free and fast which makes it ideal for the use … Continue reading →

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Air Meshes for Robust Collision Handling

Matthias Mueller, Nuttapong Chentanez, Tae-Yong Kim, Miles Macklin We propose a new method for both collision detection and collision response geared towards handling complex deformable objects in close contact. Our method does not miss collision events between time steps and … Continue reading →

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A Stream Function Solver for Liquid Simulations

Ryoichi Ando, Nils Thuerey, Chris Wojtan This paper presents a liquid simulation technique that enforces the incompressibility condition using a stream function solve instead of a pressure projection. Previous methods have used stream function techniques for the simulation of detailed … Continue reading →

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Double Bubbles Sans Toil and Trouble: Discrete Circulation-Preserving Vortex Sheets for Soap Films and Foams

Fang Da, Christopher Batty, Chris Wojtan, Eitan Grinspun Simulating the delightful dynamics of soap films, bubbles, and foams has traditionally required the use of a fully three-dimensional many-phase Navier-Stokes solver, even though their visual appearance is completely dominated by the … Continue reading →

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Subspace Condensation: Full Space Adaptivity for Subspace Deformations

Yun Teng, Mark Meyer, Tony DeRose, Theodore Kim Subspace deformable body simulations can be very fast, but can behave unrealistically when behaviors outside the prescribed subspace, such as novel external collisions, are encountered. We address this limitation by presenting a … Continue reading →

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Restoring the Missing Vortices in Advection-Projection Fluid Solvers

Xinxin Zhang, Robert Bridson, Chen Greif Most visual effects fluid solvers use a time-splitting approach where velocity is first advected in the flow, then projected to be incompressible with pressure. Even if a highly accurate advection scheme is used, the … Continue reading →

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